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Dreaming Psion wrote:
Kyle Olson wrote:
Kyle Olson wrote:
Dreaming Psion wrote:
Was there supposed to be a separate Dual Initiative field? If so, is it supposed to be in the "Other" section. (I see "Prohibited School", "Sorcerer Bloodline", and "Spell Domains" when I click on the "Other" tab in combat manager.
I didn't make it editable initially because I created it to fix some bugs. Obviously I just created more bugs.

You can give this test build a try. You should be able to edit the dual init under the "Other" tab:

http://combatmanager.com/CMInstallerTest.msi

I was able to set everything back without problems (by manually putting a "-" in the dual init field.) I did a little bit of fiddling with a couple of offical monsters by customizing them and things didn't seem to explode their either.

On another note, I found an unrelated glitch (and this is also true for 1.60) was that the newly imported creatures/npc (everything from Iron Gods and the Racial Codex) have a "-" for all their ability scores.

Did this make Dual Initiative editable? I've installed the 1.6.1 build but I don't see the field displayed on the Other tab. Also Dual init doesn't to be displaying the creature twice in the init window.


Thanks for the opinions guys. Any others agree/disagree?


BUMP

No help on this one guys?


I have a few questions about touch spells.

Does a touch spell like Cure Light Wounds always require a touch attack?
To heal a willing ally for example is there technically a touch attack that occurs even though you don't need to roll it? I know a touch attack would be required to touch an undead etc.

Mythic Hierophant Faith's Reach path ability says that:

Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.

So if a hierophant with the above ability is casting Cure Light on an ally 30 feet away would that require a ranged touch attack? Can a target 30 feet away be a willing target and hence not need the touch attack rolled?


Kyle Olson wrote:
Kyle Olson wrote:
MendedWall12 wrote:
Thanks for the great update! I have a small bug, not sure if this has been mentioned before, but with some of the portfolios I import from Hero Lab there's an issue with attacks. For some reason it turns the "x" for the critical multiplier into a little diamond with a question mark in it. Any weapon attack that imports with that mixup won't actually work in the automatic dice roller. When I right click, select roll, select attack, it shows up as an "empty" button. Meaning I can click it, but it doesn't actually do anything except put the character's name into the dice engine. Anybody else have this issue? Is it something I'm doing with Hero Lab?
I'm looking into problems with attacks now, but I'm getting different problems (so far). Can you send me .por files which are showing this problem to combatman@kyleolson.com?
Scratch that, I see it everywhere. Still, feel free to send sample files, I find them very useful.

Kyle, are you working with Snapshot on this? Working with Snap we've identified the problem with the critical import. I believe Snap said the "x" in the multiplier is actually in unicode for some reason. I've tested it and if you do a manual attack edit on an imported creature, delete the imported "x" and replace it with a normal "x" then the attacks parse fine.

BTW, I'm testing the HeroLab import from Snap and I think it is a big improvement. I suggest getting that into the next release if possible.


Kyle Olson wrote:
CutterJohn wrote:

I'm having a couple issues which I am not sure if they are an import problem or the data is just not available in Combat Manager.

I've noticed this in both 1.5.5 and 1.5.6. Specifically when importing characters from HeroLab I am sometimes missing data at random it seems. Some characters seem to be missing class and level information yet others come across without issue from the same .por file.

Also I'm using Mythic Characters and none of their feat information seems to import. I don't see mythic feats anywhere in Combat Manager. Is the mythic data just not available?

Is the new HeroLabs import still pending or was that included yet?

Thanks for all the great work!

Can you send a .por file that's not working for you to combatman@kyleolson.com? I'll take a look at it.

Sent, thanks!


Kyle Olson wrote:

Combat Manager update to 1.4.4:

Support for HeroLab 4.1 files
DB Update/Cleanup

CombatManager.com

Thank you! Thank you! Thank you Kyle!

Just in time for my Saturday night game.


Kyle Olson wrote:


I've got HeroLab and PCGen installed now and I'm taking a look.

After my last game session I've decided I need some kind of character management outside of the party files anyway.

If it would help you at all I can send you some sample stat blocks from Hero Lab characters. IIRC the demo version will not let you save a statblock, assuming you are playing with the demo that is.


Great looking program!

I do see a couple things missing though (unless I am just missing them)

First is I don't see a way to handle delay or ready actions in the initiative list?

My other thing has been mentioned by someone else. I would love to see an import function for groups/characters from HeroLabs. Since it is the official charater creation software for Pathfinder, importing from there would be ideal.


Salama wrote:

Just here to announce that I uploaded an updated sheet with fillable fields to our site:

Mediakorento

Great stuff - one minor point though. I think you missed the update mentioned above to the AC indicator for size


Great looking sheet Salama!

I am a little confused though - is it meant to be folded in half like a booklet? If so is there a way to print it so the pages stay in the proper order?